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seekingthesun

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Everything posted by seekingthesun

  1. I was trying to build my mod(out now) that allows for the quest "human error" to be completed without invoking hostility in CovHQ or Covenant proper. But I had one problem remaining, I couldn't kill Chambers without one specific person getting aggro at the player. Furthermore, this also triggered aggro in covenant. Well I figured it out and I'll share because maybe it will save someone some time. The solution solves both problems. So don't bother with settings like aggression or courage. Those only come into effect once combat starts. What you need to do to prevent hostility from spreading is to find each unique NPC and the base ID for any generics and delete all of their shared faction data. You don't need to delete from "genericNPCfaction" or others that are really broad, just those that would be angered. Then, just to be safe, set their behavior to "Helps no one" which is the boolean number 0. Also delete crime faction data. Finally find the faction bases and edit those to allied with you. So since I missed editing one NPC to not be aggroed to be from killing chambers, it was able to spread to all generic covenant NPCs. So that's how the game works, at least with the tools that we have now. That's not how *I* would code it, but it is what it is. From this knowledge you could theoretically turn the raiders at Hangman's Alley into allies, even settlers. Since there's so many factionIDs for everything one could potentially create an alternative start mod where you are a synth working for the institute and synths wouldn't be hostile from the game start. Just trying to pass this along
  2. In order to do this, you'll have to copy and paste all the companion infrastructure both scripts(with a .pex editor) and all entries and references within the fallout.esm. THEN you'll have to plug in Magnolia for each reference. THEN you'll have to make a custom script or some way of triggering. You might be able to co-opt the usual companion menu. However, this *might* break the quest she's involved in. I'm surprised how modular NPCs are. Just today I replaced Mama Murphy with the model and animations for "preggers roach" which I think is a cut creature.
  3. Uhh, help me help you. Download Fo4edit. Load all your active mods, click the plus sign under the weapon mod to expand. Click on any entries that are purple or red highlight or text. Show me what it says.
  4. Did you build an override of the ID of the texture into a plugin where your texture ID replaces the vanilla? Because without using an override the game won't know to load the new one
  5. People asked for this since FO4 can hot reload plugins, so you can save and test edits without restarting xEdit and the game itself. http://forums.nexusmods.com/index.php?/topic/3550850-faster-way-to-work-with-fo4edit/page-2&do=findComment&comment=32920700 Really? I can edit it, make changes and not have to relauch?
  6. I've tried searching my computer but I cannot find the directory where the plugin that I created is physically stored. I kind of need to get access to it. Is there some way to export the file with Fo4edit to a custom location? I know that it's active on my game itself i just cannot find where it is
  7. Spoilers for "human error" quest below, though it really sucks One thing I want to do is try to fix how horrible the quest "Human Error" is(well also the end of the main quest, for the same reasons). There's a lot wrong with it, people are able to know things that they shouldn't. But my main beef is the fact that there's no good ending. I'm okay with choosing between competing shades of grey but in the whole quest is contrived to make the decision between two different crimes against humanity. Either you let them continue torturing people, OR you have to kill everyone in HQ and Covenant. So, I've been trying to tinker with the files and first I've been trying to stay away from scripts because they are really esoteric and vague, the way they're written. I want to make Covenant NPCs not turn hostile after you kill Chambers and free Amelia. Things I've tried 1. Successfully was able to remove some NPCs from "Covenant Faction" I figured that maybe that faction was set to hostile. Now, it's possible that there's remaining faction code somewhere in fallout.esm but I can't find it. 2. I've tried to change values like their aggression and confidence to as low as possible. They still attack. 3. I've gone through MS17 and removed entries for the hostile quest ending. (though maybe I'd have to start the whole quest over, i'll try that next) and also added the flag for completing the quest to right after you speak with Chambers. 4. I've tried swapping entries for the two endings, which strangely did work in some ways like pip-boy entries but covenant was still hostile. The key piece must be either in some other archive or the relevant triggers are super obscure, or are labeled "unknown" Can anyone help me identify the anatomy of a quest?
  8. I know how to make new .esp's with an override. It's like I said. I'd like to change the kitchen in the post-war to be like pre-war. And like I said, i'm asking here how to disable the object. I've *tried* looking it up.I'd like to simply replace the object in situ instantly. I know how I'd do it in the console. Maybe i'd have to make a batch file to manually do what I want. There's a mod that clears out vault 111 that uses a batch file. I think the batch file will be my next attempt. Maybe the tag "Initially disabled" would be the way to do it. I'm not sure how I'd set the position automatically. That's why I want to swap them out. Otherwise I've got to copy a lot of positional information. I know there's ways to do it, as I said there used to be a mod that worked. I've also been thinking of maybe hijacking how models change on LOD EDIT: I figured it out how to get rid of references. Find the specific reference, go to "Record Flags" right click and select "initially disabled" That will get rid of them. Does anyone know of a way that I could select multiple references in a row and apply and edit to a specific entry, in this case, "record flags"?
  9. I'm mostly just practicing now and I've tried searching and I haven't come up with anything particularly useful to address these questions. 1. How can I use Fo4edit to eliminate/delete/get rid of a reference? -Specifically say there's an physical object, a reference as in a specific instance of it. Like say for example I want to make an .esp that will get rid of a specific mailbox in Concord, Mass. How should I do that? All I found were warnings that it could interfere with quests or something, but at the moment I don't care about that. I've been able to look up the reference ID in game, then find that reference in FO4edit, but I cannot figure out how to make it go away. 2. What is a way that I could make one reference switch BaseID's? For example say I want to change the counter and oven in the player's house? Also, is there a way to trigger that? There was a mod out there that allows a workshop menu repair to change the model of the player's house. Perhaps coincidentally, that mod stopped working with an update. I want to try to make a workshop interface that would allow one to change the destroyed houses of say, somerville place, Kingsportlighthouse, or The Boathouse to the undestroyed versions in the game file. I think it might have something to do with the rows that say "Material Swap" but I'm not sure. Given that the original mod stopped working I can't tell if my attempts at reverse engineering aren't working because I'm doing it wrong or because the method just doesn't work anymore. ---I'd even be happy for now if someone could tell me the moving parts inside how gamebryo works of how I could even get it to change or at the very least get it to load the different model when in the area. Any help would be appreciated.
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